Locations

In this section, you will delve into the places that still endure in the post-apocalyptic world. Each location tells its own story, from ancient bastions that survived the collapse to emerging cities that have risen from the ashes of civilisation. Here, you will uncover how they came to be or fell, who inhabits them, and what forces govern them today.

We will unveil the hidden secrets of each location, exploring the laws that govern their societies and the power structures that shape everyday life. You will learn not only about territories that remain standing but also about the stories of forgotten kingdoms, cursed ruins, and refuges many believe to be mythical.

As the world continues to expand, new locations, previously unknown, will be revealed, filled with challenges and wonders waiting to be discovered.

The Valley of Shadows

The Valley of Shadows is a place shrouded in mystery and terror, located in a deep valley where sunlight barely reaches the ground, creating a perpetually gloomy atmosphere. While its appearance is unsettling, what truly frightens survivors is the dense mist that constantly blankets the region. At first glance, it might seem like a natural phenomenon, but those who have ventured inside know that something far more sinister is at play.

Legend has it that the origin of the mist dates back to the detonation of an ancient atomic weapon, so powerful that it not only devastated the land but also tore the barrier between two realities. It is said that the explosion was so immense that it ripped the fabric of space and time, allowing two worlds to overlap. The mist, according to this theory, is the result of that fracture, filled with remnants of both realities. Although this explanation may seem improbable, many adventurers claim that what they have seen inside the valley can only be explained this way.

Despite the legends, some believe that the mist has hallucinogenic effects, caused by something survivors breathe in or absorb when they venture into the valley. The hallucinogens could be in the particles floating in the air or released by the mutant flora and fauna that inhabit the mist. Survivors who return tell of seeing impossible creatures—beings that bear no resemblance to Earth’s fauna. These creatures seem to come from another place, with biologically implausible forms, as if sculpted by the laws of a different reality. Some have limbs that appear to serve no function, skins of impossible colours, and organs that seem to move externally, twisting as though they were not adapted to the gravity of this world.

Interestingly, the valley itself is not particularly radioactive, except for a small area at its center where radiation levels are low enough that even basic environmental equipment can withstand them. This fact has drawn numerous adventurers, many of whom have returned dragging the corpses of these strange creatures. Upon reaching nearby towns, some of these beasts were examined, and surprisingly, an alternative medicine began to emerge based on the consumption of specific parts of these creatures. Although it lacks any apparent scientific basis, rumors that consuming these parts can cure diseases, revitalize the body, and even treat baldness or sexual dysfunction have sparked a frenzy to explore the valley. This has led to a mass exodus of people from the Wasteland, drawn by the hope of finding a miraculous solution to their problems.

The boldest adventurers, equipped with special suits, have attempted to explore the radioactive area at the center of the valley, supposedly the source of the mist. Many report that while the radiation is manageable, something strange happens with the valley’s extent. They claim that after days of exploration, the mist seemed infinite, as if it suddenly covered more territory than it should, enveloping the entire world. This phenomenon has led many to believe that the Valley of Shadows is a gateway to another plane, an alternate reality overlapping with our own.

However, the mist appears to have a boundary. On several occasions, it has attempted to expand beyond the valley, only to recede, as if it cannot maintain its consistency outside this space. It is as if the valley is the only place where this rift between two realities can exist with stability, while beyond its limits, it disintegrates, restoring everything to its original state.

As for those who get lost within the valley, their fates vary. Sometimes, all that remains of them is their scattered equipment on the ground and signs of violent struggle. Other times, explorers are found, but their bodies are infested with larvae from the mist’s creatures, as if they had been used as hosts for these beings. Those who discover these bodies often burn them immediately, fearing that the larvae might release something even more dangerous.

Furthermore, the mist doesn’t just impair vision: it distorts sound and alters smells. Survivors claim that sounds seem to come from all directions, making it impossible to tell whether what they hear is near or far. The smell of the mist changes constantly, sometimes sweet, other times rotten, deceiving the senses and making orientation an impossible task. Those who venture into the valley cannot trust what they see, hear, or smell, and often, the mist itself seems to toy with their perceptions, leading them deeper into its core, from which only a few have returned to tell their tale.

The Valley of Shadows remains an enigma. It is a place where reality and fiction intertwine, and where the creatures inhabiting the mist defy all logic. Yet, despite the danger, it continues to draw those seeking answers, power, or simply the truth behind the shadows.

The Argon Tower

The Argon Tower is a monumental structure rising in the center of a vast, inhospitable salt desert—a solitary colossus 400 meters tall, standing as a beacon in a landscape devoid of civilization. Despite the evident passage of time, its structural condition is surprisingly good, adding to the mystery of its existence. However, the interior of the tower has long been looted, leaving behind only broken windows, desert dust accumulating in every corner, and signs of its use as a refuge. On the lower floors, remnants of campfires, abandoned clothing, and marks of travelers who camped there can be found, but beyond these traces, the tower remains an enigma.

What most perplexes explorers and survivors is its location. Surrounded by miles of salt, there is not a single building on the horizon to suggest it was ever part of a city or settlement. In a world where skyscrapers have long disappeared, let alone new ones erected after the apocalypse, the Argon Tower is a solitary relic of a pre-apocalyptic past. It is one of the last vestiges of a lost civilization, and its presence in such a desolate place raises more questions than answers.

Over the years, this peculiar structure has been used by caravans of traders and explorers crossing the desert. Its height makes it an essential landmark, visible from miles around, and a temporary fortress for those needing protection from the mutant beasts roaming the region or the raiders patrolling nearby routes. The Argon Tower is especially valuable at night, when caravans seek shelter inside to defend themselves from the threats lurking in the darkness. Its height also makes it a strategic position for sharpshooters and scouts, who, from above, can watch over the vast desert and detect movements long before threats draw near.

Although the tower has been mostly explored, few dare to descend into the underground levels, where the structure continues to extend. It seems that the original base level of the tower is buried beneath time and layers of salt, and its actual height is estimated to be 600 meters. The lower levels are in a more deteriorated state, with walls covered in ash and darkness, accompanied by a sense that something else lies in its depths. However, adventurers who have explored these areas have not found anything particularly unsettling beyond the strange feeling of being out of place. The tower's name comes from several signs found inside, likely the name of a corporation from the past.

The tower's inexplicable location has given rise to many theories. Some believe it was built in a distant time as an isolated base for unknown purposes, perhaps an observatory or a secret facility. However, the most popular and disturbing theory is that the Argon Tower was teleported to its current location during the final days of the apocalypse as the result of a failed experiment or a supernatural phenomenon. Proponents of this theory point out that there is no logical reason for a structure of such magnitude and complexity to be in such a barren and desolate region. Some adventurers and scholars speculate that advanced technology or some kind of cosmic anomaly was used to move the tower from its original location to this desert, although there is no definitive evidence to support this claim.

Despite being used as a safe haven, what fascinates visitors to the Argon Tower the most is not its current functionality but the mystery surrounding its original purpose. The question of how such an imposing tower ended up in the middle of nowhere continues to attract explorers, the curious, and even some academics who believe the secrets this structure holds could reveal something fundamental about the final days of the old world. Although the tower seems lifeless, its mere presence evokes a sense of awe and bewilderment in those who behold it. In the Wasteland, an unanswered enigma is often more dangerous than any tangible threat.

The City of Radia

In the heart of a desolate post-apocalyptic landscape rises the City of Radia, a metropolis built around a towering nuclear power plant reactivated by a community of mutants. Once a symbol of the lost technological might of the past, the plant has now become the sacred temple of the mutants—a cathedral of radioactive power where their rites and ceremonies are held. Through a combination of skill, expertise, and salvaged knowledge, the mutants achieved what few others have: bringing a nuclear plant back to life and making it the core of their society.

The Cathedral of Radia, as they call the plant, is revered both for its ability to generate immense amounts of electricity and for the symbolism it represents. Reactivating the plant was a monumental achievement, not only technically but spiritually, as the mutants see it as the beating heart of their civilization—a testament that, despite their deformities and mutations, they can build something powerful and prosperous. The cathedral is guarded with great devotion, and only the wisest and most skilled mutants are permitted near the sacred reactors to ensure their operation.

Around this imposing cathedral has grown a vibrant and bustling city: Radia. The city thrives on the energy of the plant. Tall cement buildings, many constructed from the remains of ancient ruins, line streets that may appear improvised but reveal a meticulous design upon closer inspection, maximizing space and resources. The mutants have learned to channel the plant’s energy to power not only their homes but also a growing industry. Workshops, foundries, and factories produce goods and weaponry, their lights glowing day and night, fueled by the plant's inexhaustible power.

The city is surrounded by an imposing concrete wall, a massive barrier designed to protect its inhabitants from constant external threats. Raiders, mutant beasts, and rival communities have all tried to conquer Radia, but the wall has withstood every assault. The mutants defending the city do so with fervent devotion, seeing Radia not just as their home but as a divine sanctuary.

A river, called the River of Argant, winds near the city, providing water for both the population and the cooling systems of the plant. The river’s water is essential for keeping the reactors operational and is also used in rituals the mutants hold periodically. In these ceremonies, the river water is mixed with other radioactive elements in a sort of baptism for new community members.

Radia is not the only mutant city to have successfully reactivated a nuclear power plant. Others, such as Fulgoris and Atomar, have achieved similar feats, though none match the splendor and magnitude of Radia. While these cities are smaller and more isolated, Radia has thrived, becoming a hub of trade where caravans of mutants from other regions come to exchange goods, technology, and knowledge.

The Cathedral of Radia continues to expand, constantly improved with technical innovations and ancient artifacts that the mutants uncover on their expeditions.

Radia has become a self-sufficient and powerful city, and the mutants who inhabit it see their achievements as proof of their ability to thrive in this world. Thanks to the reactivation of the power plant and the growth of its industry, Radia has earned a significant reputation among mutant communities, becoming a renowned enclave. Furthermore, the city serves as a pilgrimage site for those seeking knowledge, refuge, or even inspiration from the survival and success of its industrious inhabitants.

Puerto Estrella

Puerto Estrella began as a simple human fishing settlement on the coast but eventually grew into a thriving port city known for its massive shipyard and burgeoning naval industry. Strategically located to connect distant parts of the world, the city has flourished as a vital commercial hub, being one of the few places where advanced sailboats are built. These vessels, capable of navigating the seas without relying on increasingly scarce fuels, are highly sought after. Puerto Estrella’s shipbuilding techniques are coveted, and its shipyards are the pride of the city.

Despite its economic success, the city is sharply divided into two distinct zones: the Lower Zone, home to the working class and laborers who sustain the industry and shipyards, and the Upper Zone, where the ruling classes, skilled workers, and security forces reside to maintain order. This division is not only economic but also physical: the Lower Zone suffers from frequent flooding during sea storms, which devastate homes and cause material damage and casualties, while the Upper Zone, located on higher ground, remains safe and protected.

The Lower Zone consists of residential buildings, precarious housing, and industrial warehouses surrounding the shipyards. Workers, who endure long shifts in the factories and naval workshops, live in miserable conditions. The constant flooding exacerbates the situation, as the city council has prioritized other expenditures over constructing a sea barrier that could protect the area. This zone has become a hotbed of unrest, with strikes and protests occurring with increasing frequency.

In contrast, the Upper Zone is a bastion of elegant mansions, government buildings, and wide streets, where life is relatively prosperous. Here live the political and economic leaders of Puerto Estrella, those who control the city and its industries. Democracy, a system almost forgotten in the post-apocalyptic world, has endured here, though many suspect that the elite maintain this system not out of idealism but to recreate a past where they benefited from the stability it provided. While elections appear free, they are often influenced by the interests of the ruling class, and the voices of the Lower Zone rarely make an impact.

Amid this backdrop of inequality, a figure has emerged to shake the foundations of Puerto Estrella: Lira Solis, a young woman who grew up working in the shipyards from a young age, inheriting the harsh life of the Lower Zone's laborers. For years, Lira witnessed firsthand the injustices faced by the workers: long hours, unsanitary conditions, and the constant threat of floods. What began as murmurs of dissent became an organized movement when Lira discovered an old red-covered book speaking of rights, equality, and struggle. The book's content struck a deep chord with her, and now she waves it proudly at every gathering, making it the symbol of the movement.

Lira has earned the respect and admiration of the workers, becoming an indomitable leader. In her speeches, she demands three clear things: the construction of a sea barrier to protect the Lower Zone, shorter work hours, and better living conditions for her people. Her words not only inspire her followers but also instill fear in the elites, who have tried to buy her silence, only to be rebuffed. Unlike past leaders, Lira appears incorruptible.

Mayor Fausto Orán, the current ruler of Puerto Estrella, has governed the city with an iron fist from the Upper Zone. While he champions democracy and promotes the idea that all citizens have a voice, in practice, he has systematically favored the interests of the wealthy, maintaining the city under a fragile balance. Under his leadership, the city has prospered commercially, but he has neglected the urgent demands of the Lower Zone, including the construction of a sea barrier to prevent recurring floods.

Fausto is a cunning man who has managed to silence past dissenters with empty promises or mysterious disappearances. However, Lira represents a greater challenge, and the growing unrest in the Lower Zone has brought him to a crossroads. Orán is unaccustomed to dealing with someone as strong and charismatic as Lira, and her influence is beginning to erode his control over the city.

Puerto Estrella, despite its commercial and naval success, is on the verge of collapse. The divide between the Lower Zone and the Upper Zone has become untenable, with strikes and riots occurring more frequently. The harsh working conditions in the shipyards, coupled with the devastating floods, have pushed the Lower Zone's population to the brink, ready to take extreme measures if their demands are not met. In the city's taverns and streets, talk of revolution is growing, fueled by the words of Lira Solis, while the Upper Zone watches the unfolding events with increasing concern.

Puerto Estrella is a microcosm of class struggle, where its naval and commercial achievements are on the brink of being overshadowed by social division. The shipyards remain the driving force of the city but also the epicenter of discontent. If the city does not address its internal issues soon, it risks having its very foundations collapse under the weight of tensions it has ignored for far too long.

"To be continued..."

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